The Welcomers

25 August 2026

Every player now has a permanent invitation link, and guiding the people who join through it to an established city walks you up a ten step reward track of Land Deeds, account wide boosts, an exclusive banner and the title "the Welcomer". A new arrival is not a name on a list: they land with a settling-in boost and a banner of their own, they earn a Deed when their city is established, and the moment they first buy gold you are paid a commission out of that purchase. A new leaderboard, The Welcomers, ranks the realm by welcomes.

Hosting now pays the city rather than the envoy standing in it. The flat share of every arrival and the festival share both credit your city, where they feed its score and its standing, and Grand Host's own cut becomes your envoy's only income from hosting and rises to match. Festivals gained an attendance floor, so a regular who answers your invitation is paid for turning up instead of being paid nothing because they were here last week.

Seed Investments finally have an ending you can see. A stake shows its countdown whether or not the envoy who placed it is standing there, a sweep tells you the moment it matures, the Invest screen lists every stake you hold at a city across every envoy, and collecting opens a full Seed Investment Matured screen that names the term, the stake, what the roll paid, where it landed and anything your storehouse could not hold. The Investments row is now always on another player's city, and the Invest screen opens with no envoy at all, telling you which of your envoys could fund what from where they stand.

Letters at the Messenger's Rest are written rather than picked. Choose a theme, fill its blanks from sixty authored options and a cast drawn from the current leaderboards, write the closing line yourself, and watch the letter assemble beside you as you go. Each letter now costs its own envoy and its own errand, and a closing line a moderator refuses withdraws its letter and gives you back both.

The Watering Hole's draughts are gone and four Old World visions stand in their place, because the wonder whose whole identity is that you kneel and see something was showing you nothing. Every choice and input on a wonder page now says what it is and what it pays, the results screen names what your visit has opened, completion titles arrive on the crossing instead of a day later, and a personality bug that made every envoy in the game read as Gregarious had been holding seven of the Obsidian Mirror's eight Reflections shut for everybody.

Achievements gained three Welcoming entries, a rebuilt top of the City Score ladder and Sage, they now reach you the moment they happen instead of waiting in your inbox, and every non-gold reward is claimed at the Merchant's Hall. Lore gained addresses: every passage in the Journal and the Great Library has its own link, discovery screens point at the exact paragraph, and a discovered image opens full size.

improvedreducednewreworkedremoved

The Welcomers

A referral system, built around the Historical Society's own Welcoming Process. A player who joins through your link is a new arrival; reaching Town Hall 10 makes them established; the act is a welcome. There are deliberately no caps on how many people may join through one link, because nothing pays until somebody genuinely plays.

Welcomers banners

  • New Arrival, granted to every new arrivalNew Arrival, granted to every new arrival
  • Welcomer's Standard, the fifth welcomeWelcomer's Standard, the fifth welcome

Account wide boost icons

  • Resource collection boostResource collection boost
  • Envoy Cultural Influence boostEnvoy Cultural Influence boost
  • Build and upgrade cost discountBuild and upgrade cost discount

Menu

  • Invite FriendsInvite Friends
The Invite Friends tab in the Goals hub, beside Quests, Achievements and Daily Login. A "Your invitation" card holds the share link https://nandonia.com/?ref=NAND-E3HPME with a Copy link button, and says anyone joining through it receives Wynn's Welcome for 7 days and the exclusive New Arrival banner, both as dotted-underline tooltip triggers. Below it, The Welcomer's track opens with a "What you earn" box giving both routes: a step along the track for each new arrival who reaches a level 10 Town Hall, and 25 gold for each one who buys gold for the first time, noting that either can happen in either order and one arrival can earn both. Under that, "Welcomes: 0 of 10" over a ten segment bar, then the track rows: step 1, 1st arrival established, Land Deed; step 2, 2nd arrival established, +10% collection for 7 days.
The Invite Friends tab carries your link, both ways a welcome pays you, and the ten step track.
  • new
    NEW: Your invitation link

    Every player has a permanent code in the form NAND-XXXXXX and a link that carries it, both on the new Invite Friends tab. Anyone arriving with a valid code sees an "Invited by" banner on the homepage and the sign-in page, and the code follows them through Google, Apple or wallet sign-in. A player who was told a code out loud instead can enter it by hand from the same tab, within 72 hours of joining and before any of their Town Halls reaches level 5. A referral binds once and is permanent, and an existing account can never gain one through a link.

  • new
    NEW: Wynn's Welcome, for the new arrival

    Joining through a link grants a +10% resource collection boost for 7 days and the exclusive New Arrival banner, immediately. Deliberately not a lump of resources: the opening 45 wood is tuned, and a boost pays out only as fast as they actually play. When their city is established at Town Hall 10 they earn a Land Deed of their own, claimed from the "Your welcome" block on the Invite Friends tab.

  • new
    NEW: The Welcomer's track

    Indexed by how many of your arrivals have established a city. Step 1 is the achievement First Welcome, paying a Land Deed. Step 2 is +10% resource collection for 7 days. Step 3 is +10% envoy Cultural Influence for 72 hours. Step 4 is -10% building build and upgrade costs for 72 hours. Step 5 is the achievement Open Gates, paying the exclusive Welcomer's Standard banner. Step 6 is a Land Deed. Step 7 is +15% resource collection for 7 days. Step 8 is +20% envoy Cultural Influence for 72 hours. Step 9 is -15% building build and upgrade costs for 72 hours. Step 10 is the achievement The Welcomer, paying the envoy title "the Welcomer". Every welcome after the tenth adds 50 points to your Land Deed meter, forever. Nothing is pushed at you: track rewards are claimed on the Invite Friends tab, so a boost's clock starts when you are ready to play, and the three achievement rewards are claimed at the Merchant's Hall like every other non-gold achievement reward.

  • new
    NEW: 25 gold when a welcomed player first buys gold

    The first time somebody you welcomed makes a real-money purchase, you are paid 25 gold. Once per welcomed player, with no limit on how many players, and it is independent of the track: Town Hall 10 moves the track, a first purchase pays the gold, neither gates the other and one arrival can pay both. It is funded out of that player's own purchase, and it is taken back if that purchase is refunded. The track itself pays no gold at any step.

  • new
    NEW: Account wide boosts

    The first boosts in the game that belong to the account rather than to one envoy. Three kinds: resource collection, envoy Cultural Influence, and building build and upgrade costs. Active ones show as chips near the top of My Empire with the time remaining on each, they do not stack (the strongest active one of a kind applies), and the collection boost is included in the range the extractor advertises before you collect rather than appearing only in the result. The build discount is priced into every upgrade cost the client shows, so a -25% Cradle city with a -10% boost quotes 65% of the table price and is charged exactly that.

  • new
    NEW: The Welcomers leaderboard

    A ninth board, ranking players by how many of their arrivals have established a city. It sits at the end of the meta row beside Achievement Hunters and Impressive Envoys.

  • new
    NEW: Three Welcoming achievements

    First Welcome ("Welcome a new arrival who establishes their city"), Open Gates ("Guide 5 new arrivals to established cities") and The Welcomer ("Guide 10 new arrivals to established cities"), in a new Welcoming category. None of them pays gold: the listed item is the whole reward.

  • new
    NEW: Invite Friends

    A tab in the Goals hub, with its own menu entry and badge. It carries your link, what you earn by both routes stated before either has happened, the track shown twice (a ten segment bar for the shape of it, then a row per step for what each one pays), and the list of everyone who has joined through you with their Town Hall progress as it happens. The badge counts only rewards you can claim on that tab; the ones waiting at the Merchant's Hall belong to the Shop badge.

Hosting, festivals and where the influence lands

Three of a host's income streams were paid to the envoy standing at home, and two of them were never that envoy's. One stationed envoy on staging reached level 38 on 249 identical payouts from another account's automated shuttle, at a city that has never held a festival.

  • reworked
    Hosting pays the city
    WasThe flat share of every arrival at your city, and the extra share during a festival, were awarded to your stationed envoy as its own Cultural Influence
    NowBoth credit the host city, where they feed its city score and its place on the city leaderboards

    The flat share is now also gated on the guest having actually earned something, so a shuttle running the same short lap all day pays its host nothing. Nothing pays on a self-visit, which is the rule the destination's own visit credit already followed.

  • improved
    Grand HostDiplomacy · Tier 4 · 2 ranks

    While your envoy is stationed at your city, every visitor who arrives there earns +5% / +10% Cultural Influence, and your envoy earns 12.5% / 25% of each visitor's arrival Cultural Influence.

    WasYour envoy earned 5% / 10% of each visitor's arrival Cultural Influence
    NowYour envoy earns 12.5% / 25% of each visitor's arrival Cultural Influence

    This is now the only Cultural Influence an envoy earns from hosting, and it is raised because keeping an envoy at home is a real cost against sending it out to earn. Rank 1 stays half of rank 2. The visitor's half of the skill, the +5% / +10% they earn, is unchanged.

  • improved
    Hold a FestivalDiplomacy · Tier 3

    UNLOCKS: Spend resources at your home city to declare a Festival lasting 24 hours, on a 7 day cooldown. Every envoy arriving during the Festival earns 50% more arrival Cultural Influence, and at least 25 for attending, once each. Your city earns 25% of each arrival on top of its usual host share.

    WasA festival added 50% to what an arrival earned, so a guest who had visited recently earned 50% more of nothing
    NowAttending pays at least 25 Cultural Influence, once per envoy per festival, on top of the bonus

    The festival bonus multiplies a base that fades with how recently that envoy visited, so six hours after a visit the base is zero and half again of zero is still zero. A host could announce a festival to everyone in travel range and pay their regulars nothing for answering. The floor never applies to a self-visit.

  • improved
    Grand FestivalDiplomacy · Tier 4

    UNLOCKS: Your Festivals last 72 hours, arriving envoys earn 100% more Cultural Influence and at least 50 for attending, once each, and your city earns 40% of each arrival. The cooldown stays at 7 days. A Grand Festival is announced to every player within travel range.

    WasA Grand Festival doubled what an arrival earned and nothing more
    NowAttending a Grand Festival pays at least 50 Cultural Influence, once per envoy per festival, on top of the doubling

Seed Investments, from placed to paid

A Seed Investment is the only investment that gives your stake back with a return on it, and it was the only one whose ending the game never mentioned. Nothing marked a term as finished, the card was visible only while the envoy that placed it stood at the host city, and collecting produced a grey toast reading "Stake collected."

A city nameplate on the map reading "The Capital" with a city score of 8,563, its banner at the left and three badges at the right. The last of them is a sprouting pot, the mark that a Seed Investment is still growing at that city, beside the badges for its other features. A dashed travel line runs down through the plate to the city below it.
The nameplate's stake badge now has two states. A sprouting pot means a term is still running; the fruiting pot means something there is ready to collect.
  • new
    NEW: The Seed Investment Matured screen
    WasCollecting showed a grey toast reading "Stake collected", naming no amount, no resource and no Cultural Influence
    NowCollecting opens a full screen naming the term, what you staked, the rate the roll actually paid, what reached the storehouse, which city it landed in, and anything the storehouse could not hold

    Any Cultural Influence Patron's Legacy paid on that collect is on the same screen, and the envoy it levelled is re-read so the screen reports the level after the award rather than before it.

  • new
    NEW: You are told when a stake matures

    A sweep runs every 15 minutes, so a 1 day term is not left waiting on a nightly job. The notice arrives as a toast if you are playing and waits in your recap if you are not.

  • improved
    A stake is visible whether or not its envoy is there
    WasThe stake card rendered only on the host city's page, and only while the envoy holding it stood there. Walk that envoy away and the stake could not be seen anywhere
    NowThe card renders with its progress bar and countdown regardless, reading "Matures in 2d 4h" or "Matured 7h ago", and the Invest screen lists every stake you hold at that city across every envoy, each card naming its own envoy

    The envoy must still be standing at the host city to Collect or Roll Over, which is the stated price of not pinning the envoy for the term. Absentee Patron does not lift that, and never claimed to.

  • improved
    The Investments row is always on another player's city
    WasThe row appeared only if you already held an investment there or had an envoy standing there able to invest, so a city where a stake had just matured showed nothing at all
    NowIt is always rendered, promoted to the top of the list whenever you hold any stake there, and its hint reads "Investments ready" when something has matured or "N stakes running" when nothing has

    The map nameplate already told you a stake had matured at that city; clicking through then showed no row, no link and no mention of it. The screen that exists to teach players Patronage exists was also invisible to exactly the players who had never used it.

  • improved
    The Invest screen opens with no envoy
    WasEvery path said "Travel to this city with this envoy before you can invest here", naming an envoy that was not on screen
    NowEach path lists which of your envoys could fund it and what each one would need, three at a time with the rest behind "Show N more", those that can act now first

    The answer genuinely differs per envoy. An envoy holding Absentee Patron that has already visited a city can fund its four building paths from where it stands, while another must make the journey, so telling a capstone holder to travel would be false. Seed Investment, Venture Fund and Expedition Sponsor always require the journey.

  • improved
    The map nameplate says a stake is growing, not only that one is ready

    The existing stake badge gained a second state: a sprouting pot while a term runs, the fruiting pot once something is collectible. A city holding both shows the fruiting one. The badge also counts every kind of stake at a city rather than only Seed.

  • improved
    Collecting into a full storehouse warns first

    A collect that your home city cannot hold now opens the same overflow gate the delve summary uses, judged against the top of the payout range, and it is legible on the parchment card it is drawn on instead of near-white on pale pink.

  • reworked
    Seed InvestmentPatronage · Tier 3 · 2 ranks

    UNLOCKS: Stake a resource cache at a city for 1, 3 or 7 days. It comes back at 105% / 115% / 140% of what you staked, and at 110% / 130% / 180% at rank 2. Only the growth varies: it is rolled when you collect and can come in up to a tenth above or below.

    Was"get it back with +5% / +15% / +40% on top, doubled to +10% / +30% / +80% at rank 2. Each stake matures within 10% of the stated rate"
    NowThe same figures stated as the total that comes back, and the variance named as applying to the growth alone

    Nothing about the payout changed. The old wording was read as a bonus on top of a bonus in one place and as variance on the whole payout in another, and a retired card once advertised "+140% return" for a stake that pays back 140% in total. Every surface now words a return the same way, and every screen that quotes a range says the rate is rolled on collect.

Letters at the Messenger's Rest

The composer offered six templates as a column of radio labels, printed "Please write these from the perspective of your in-game envoy" while accepting no writing at all, and left two players who chose the same theme with letters identical apart from the names the ledger filled in.

  • reworked
    Composing a letter is four steps
    WasPick one of six templates and send it
    NowChoose a theme, fill its blanks from ten authored options and pick who the letter names, write its closing line yourself, then leave it on the shelf

    The themes are The Accusation, The Aspersion, The Jealousy, The Fall Prophecy, The Rise Prophecy and The Grudging Admiration. Each opens with a fixed sentence containing the blank, so an option has to be grammatical inside that frame, and the letter's second and third sentences follow from whichever option you chose.

  • new
    NEW: Sixty authored options

    Ten per theme. Twenty-one of them plant a hook that resolves nothing: a murdered Ambassador, the same eleven who arrive after dark, an abandoned survey and the man carrying it, ground nobody will break, a winter with a fire in it. Several point at each other, so a shelf holding several letters reads as fragments of one story rather than unrelated grudges. Whether any of it is true is left open.

  • improved
    The letter assembles as you write it

    From large screens the steps sit on the left and the letter on the right, sticky, so a ten option list scrolls past the sentence it is filling. Every blank carries the phrase that will be printed in its place and the question asked above its options, both authored by the frame, and the frame's own witness sentence is previewed rather than an invented one. The option's own two sentences are shown as you pick, so you can read the paragraph a word commits you to rather than watching one word change in a three word slot, and any blank still unfilled inside them is a chip you can click. Choosing Signed or Anonymous now changes the letter's ending, and the composer names the envoy who will sign it.

  • improved
    The people and cities a letter names are drawn from the boards

    Names come from the top ten of the leaderboards at the moment you compose, from a pool of ten that excludes you, and the composer says how deep the board it drew from actually goes. A board with only two entries is a legitimate two deep draw, because rank 1 of 2 is still rank 1.

  • improved
    The closing line is judged inside the letter it closes

    Your fifty characters are moderated in the context of the whole letter rather than alone, and while that decision is pending the shelf shows the letter as pending rather than hiding it.

  • reworked
    A refused closing line takes its letter with it
    WasThe letter stood on the shelf whatever a moderator decided about its closing line, because every other moderated thing in the game is only written on approval and rejection had never had to undo anything
    NowThe letter is withdrawn entirely, and its theme and its envoy are both freed so you can write that letter again

    The letter is the exception because sending publishes its body to the public shelf immediately and leaves only the line pending. The discovery you earned for leaving it is not taken back, which also means the replacement pays no Cultural Influence a second time.

  • reduced
    One offering, one envoy, one letter
    WasOne completed errand lit the composer, and sending spent nothing, so a player who had ever taken the offering once could write all six letters and keep writing for the rest of the game
    NowAn envoy that has signed a letter at a Rest can never fund another one there, so six letters costs six envoys and six errands

    The specification always read "one letter per theme, each re-earned via the offering", and this is that. Opening the composer still consumes nothing: on a young world the offering lights with most themes still hidden, and a player who opens an empty composer must still be able to write once the boards fill. The lifetime ceiling of one letter per theme, six in all, is unchanged.

  • improved
    The approach menu knows an envoy has already written
    WasThe offering stayed lit for an envoy that could no longer sign anything, so you could send that envoy to complete a trade route, bring the offering back and find the composer shut
    NowThe option is greyed for a spent envoy, and says so rather than naming an errand that would not have helped

    It is counted per wonder, so a letter left at one Rest does not spend that envoy at another.

Wonders

  • reworked
    The Watering Hole's draughts become four Old World visions
    WasKneeling at the water minted a draught on a tier ladder (a Sip, a Deep Still), wrote it to your Discovery Panel, moved the bar and showed you nothing
    NowFour visions, one a day, each an image of the Old World: the canopy, the mountains, the great hall and the city

    At the one wonder whose entire identity is that you kneel and you see something, there was nothing behind the draught, and the Lingering then asked which of four images had stayed with you when you had been shown at most one. The four visions are the Lingering's four options, so the two lists cannot disagree, and the Lingering stays shut until you have seen all four. The first needs no wait; the day is measured from your own last vision rather than one envoy's last investigation, so a roster of four cannot walk past the water in an afternoon. All four are one rarity, since what varies now is what you see rather than how long you stayed away. The wonder's catalog moves from 12 to 13, and no draught anyone was credited with is converted into a vision: a backfilled vision would be a row claiming you saw something you never saw.

  • improved
    Every envoy was Gregarious, and the Obsidian Mirror was shut because of it
    WasEvery envoy in the game carried the same four neutral personality values, which the Mirror read as one specific pole, so seven of its eight Reflections were unreachable and it capped at 6 of 13 outcomes for everybody
    NowPersonality is derived from the envoy's own identity, and no envoy sits on the midpoint

    The four values had no writer anywhere in the game and had always been identical. Below the Mirror's own halfway pip, its perk, its completion achievement and its envoy title were out of reach for the entire playerbase. Personality is a fixed fact about an envoy, so it does not drift, and it never lands exactly in the middle, which is the ambiguity that made everyone read the same way.

  • improved
    Every choice and input says what it is and what it pays

    The six wonders that ask you a permanent one-shot question (the Foundation Stone's whisper, the Evergrove's keepsake, the Watering Hole's Lingering, the Hourglass's line and every Reading at the Storyteller's Chair) now use the same lettered CHOICE list the delve encounters and the letter composer use, in each wonder's own colour, under that wonder's own question. Each says "Leaving one counts as a discovery here and earns Cultural Influence" before the choice is spent. The Glass Desert's ballot says the winning name becomes that city's name for every player, its name proposal says approved names go on the ballot, and the Apex's carving says it counts as a discovery and earns Cultural Influence once a moderator approves it. The one surface that pays nothing says so.

  • improved
    The results screen says what your visit has opened
    WasChoosing "Leave a letter of your own" opened the composer and the results sheet said "It seems you have discovered all you can here, for now"
    NowThe sheet draws a card for whatever the visit opened, in that wonder's framing, with a button that closes the sheet and takes you to it

    The sheet carried no signal of any kind for any of the nine contribution surfaces, so it said the opposite of what had happened everywhere, not only at the Rest. The exhausted section is suppressed while something has opened, because a screen must not claim there is nothing left while offering you a new thing to do. It is suppressed under a vision for the same reason: the Watering Hole's visions and its lore are separate pools on separate clocks, so an exhausted lore roll landing beside a brand new image is the common case there rather than an edge one.

  • improved
    Everything you leave at a wonder now ends on a results sheet

    A vote, a carving, a keepsake or a letter reported itself as a line of text under the form you had just used, and two of the four reported nothing at all. They now finish on the same sheet an investigation ends on, so an act that pays Cultural Influence shows you the figure.

  • improved
    The approach menu shows each approach's own time
    WasThe window showed one investigation time whichever approach was checked, so Patience, which takes half again as long, looked free
    NowEach approach carries its own time band, and the figure follows whichever option you check
  • improved
    A completion title arrives on the crossing
    WasThe ten wonder completion achievements were awarded only by a daily sweep, so a player who finished the Obsidian Mirror at 01:42 and saw "13 of 13 uncovered" still did not hold the achievement an hour later
    NowThe award fires at the moment the wonder is completed, like every other achievement in the game
  • improved
    The naming vote and the chain letter now pay

    Both were community marks that paid nothing. They now pay Cultural Influence at the same rate as every other mark you leave at a wonder, credited to the envoy whose find at that wonder is the most recent. The chain letter pays for either answer, since the letter counts its silent readers on its own face. Neither goes on the wonder's completion bar, so no denominator moves and nobody's percentage goes backwards.

  • improved
    A carving approval and a naming freeze reach you

    A moderator's decision on an Apex carving is the moment the carving is paid, and it lands hours or days after you submitted it. It was a live-only message: lost entirely if you were away, and carrying no amount even if you were there. It is now queued and states what it paid. A naming freeze, which is permanent and which every later chapter uses, previously announced itself to nobody at all. A rejected carving is still live-only, and is a known gap rather than an oversight.

  • reworked
    The ten halfway perks say what they do
    Was"You feel it again before you expect to, and it stays with you longer than it used to."
    Now"Permanently extends the "Foundation Resonance" buff from 3 days to 4 days."

    All ten perk labels were written in lore voice on a rewards panel that already prints the wonder's authored voice line in italics directly above them, so the flavour was said twice and the reward never once. All ten now state their mechanic: durations in days, a granted buff named in quotes, a signed percentage rather than "doubled", and a permanent perk saying plainly that it is permanent.

  • reworked
    Foundation Resonance says what it does
    Was"For a while, the Stone offers this envoy a second chance at a poor result."
    NowThe five things it actually does, named: the exploration re-roll and its shift away from poor bands, the below-par delve re-roll, the improved two-resource delve roll, and the retry at a better lore tier

    The old wording named none of them, and "For a while" restated, vaguely, the exact duration the results screen prints directly beneath it.

Achievements

The catalog moves from 80 to 85.

Two categories on the achievements page. Wonders, reading 1 of 5 unlocked, lists only the wonders this player has found: The Fixed Point, Every Reflection, What the Water Keeps, The Last Delivery and Nothing Left to Climb, each rewarding a Title, with The Last Delivery earned and highlighted in gold. Below it the new Welcoming category reads 0 of 3 unlocked and holds First Welcome, rewarding a Land Deed shown icon first, Open Gates, rewarding a Banner, and The Welcomer, rewarding a Title.
The new Welcoming category. A wonder achievement still appears only once you have found its wonder, so this player sees five of the ten.
  • reworked
    Perfect City is no longer a score
    WasPerfect City: "Achieve a City Score of 4,300"
    NowPerfect City: "Upgrade every building in one city to its maximum level"

    It sits in the City Score ladder for you but is not a threshold: only a Town Hall 20 city reaches it, and the server counts the buildings so the bar and the award can never disagree about what a final level is.

  • new
    NEW: Famous City

    "Achieve a City Score of 5,000", taking the top of the City Score ladder now that Perfect City has left it. Rewards 15 Gold.

  • new
    NEW: Sage

    "Spend 30 skill points in a single skill tree", in the Envoy category, beside Specialist. Rewards 10 Gold.

  • reduced
    The City Score ladder pays less gold
    WasThriving City 10 Gold, Flourishing City 10 Gold, Magnificent City 15 Gold
    NowThriving City 5 Gold, Flourishing City 5 Gold, Magnificent City 10 Gold

    The ladder was repriced as its top end was rebuilt. Perfect City and Famous City both still pay 15 Gold.

  • improved
    An unlocked achievement reaches you when it happens
    WasAn award wrote a message to your inbox, which the envelope badge picked up on its 60 second poll, and left a permanent inbox item for something the achievements page records forever
    NowIt toasts the moment it lands if you are playing, waits in your recap if you are not, and leaves no inbox item

    Most achievements are decided by something other than the click you just made: a daily sweep, a moderator's approval, another player's purchase. The moment one lands is very often a moment you are not connected for.

  • reworked
    Every non-gold achievement reward is claimed at the Merchant's Hall
    WasA wonder completion title equipped itself onto the envoy that finished the wonder
    NowIt arrives as a claim at the Merchant's Hall, and you equip it on whichever envoy you like from that envoy's Customize dialog

    This is how every other non-gold achievement reward already worked, and titles were the one exception. Titles already worn stay worn and nothing already claimed changes; only new unlocks take the claim route. The Hall's claims strip can now render a title, which is text rather than art, instead of an empty image.

  • reworked
    The count is out of the real total
    WasThe denominator was the pool you could see, so it read 72 for a player who had found no wonders and 82 at ten, and "85% complete" meant something different for every player and fell as you explored
    NowThe denominator is always the real total, and the achievements you are not being shown are represented by an Undiscovered section at the foot of the list

    It reads "There are currently 6 achievements relating to content you have not discovered yet", disappears entirely at zero, and names no category, so the list still spoils nothing.

The Journal and the Great Library

  • new
    NEW: Every passage has an address
    Was"View in Journal" went to /journal and nothing else, dropping you at the front of a book to find the thing you had just read
    NowA link names the document, the passage and the paragraph, and both books share one grammar, so /journal/… and /library/… address the same passage

    The paragraph number is the authored position, so it means the same paragraph for every player and a stale link highlights nothing rather than the wrong thing. A link into a passage you have not discovered falls back rather than failing. Category browsing moved into the address as well, and old category links keep working.

  • improved
    A shared link survives signing in

    The Journal and the Library showed a plain sign-in link and stored nothing, so signing in through it discarded the passage somebody had shared with you and dropped you on My Empire. The address is now kept across the sign-in redirect.

  • improved
    A discovered image fragment opens full size
    WasImage fragments rendered as fixed-size thumbnails everywhere, with no way to see the artwork
    NowEvery thumbnail is a button that opens the image full size, from the wonder results, exploration discoveries, the Foundation Stone's examine modal, the Journal, the Library and the assembled Old World Map

    Journal and Library thumbnails also stopped cropping: a wide map is shown whole. Card heights are unchanged, so nothing reflows.

  • improved
    Documents are named instead of Miscellaneous

    Both books grouped passages by their source and fell back to "Miscellaneous" when the source had no title, so a category read as a stack of separate groups all called Miscellaneous. Sources now carry their own titles and addresses, and a section that repeated its source's title is named for what it is instead.

  • improved
    Rarity colours agree everywhere
    WasThe fragment card carried its own colour table shifted one step down the scale, so a Rare fragment in the Journal or Library rendered in Legendary's orange and an Uncommon rendered in Rare's blue
    NowOne shared table, keyed by both tier and rarity name

Elsewhere

  • improved
    The leaderboards page uses the width it has
    WasTwo columns at most, in a narrower wrapper, and the loading skeleton switched to two columns at a different width than the loaded page, so the layout jumped the instant the data arrived
    NowThree columns on a desktop screen, matching the Shop and Achievements width, with the skeleton and the page reading one shared breakpoint

    The boards are also reordered so the rows read as empire boards, then city boards, then meta boards.

  • reworked
    Effects state a figure instead of "doubled"
    Was"Cultural Influence from first discoveries is doubled for the next 2 explorations"
    Now"+100% Cultural Influence from first discoveries, for the next 2 explorations"

    Ancient Blessing, Explorer's Vigor, Keen Expedition and the Evergrove's own description all now read as signed percentages, so an effect can be compared against every other effect in the game without doing the arithmetic in your head.

Fixes

  • "Travelling to" named the wrong place.

    An envoy crossing a plot that happens to contain a city was described as travelling to that city rather than to the tile it was actually heading for. An unnamed destination city now reads "City #<id>" instead of a pair of coordinates.

  • "Check Out" stayed on screen after checking out.

    A hotel check-out left the panel still offering Check Out, the map nameplate still reading "At <city> hotel" and the map popover on its checked-in branch, and only a reload cleared it. Every envoy action's result now survives instead of being overwritten by the envoy's previous state.

  • A one tile hop needed two clicks.

    Clicking an envoy whose travel timer had expired landed the journey and stopped there, on the assumption that every arrival puts something on screen. A short hop onto wilderness shows neither a Travel Report nor the Envoy Arrived screen, so the click spent itself silently. It now opens the action menu when the arrival surfaced nothing.

  • "Circuit Complete" and "Journey Complete" appeared over the wrong page.

    Both are raised wherever you happen to be, so an itinerary finishing while you read the Journal dropped its outcome screen over the Journal. They now wait until you are on the map.

  • A scouting marker pushed an envoy off its own tile.

    The marker is a small badge in a tile's corner, not a structure filling the tile, and it was counted among cities, wonders and ruins as occupying it. The envoy now draws over its marker and stays where it is.

  • Observations were placed on ground that already held something.

    Placement only ever asked whether a tile held a city, so a marker could be dropped onto a charted ruin or wonder, where it could never be picked as a destination and simply expired 30 days later. A live lead is also cleared now when a claim builds a city on its tile.

  • Merging scanned the wrong ground for ruins and wonders.

    The guard that refuses to sacrifice a sector holding a ruin or a wonder was reading tiles from a neighbouring plot. It failed both ways: a sector genuinely holding a ruin could be sacrificed, and a clean one could be refused because an unrelated plot three tiles away had one.

  • The city page's "Your Stake" block stopped showing Seed stakes.

    It was rebuilt around the roster that Seed stakes have never been part of. It shows them again, and gains a link to the Invest screen when something there is ready to collect.

  • A collected stake did not refresh the envoy it had just paid.

    Patron's Legacy pays Cultural Influence to the envoy on the collect that resolves a stake, and that award can level them, but nothing holding an envoy was refreshed.

  • The Roll Over button showed bare text instead of the loading mark.
  • The Cultural Influence bar could print a fraction contradicting itself.

    It read "300 / 194" under a full bar and "-300 / 194" under an empty one when the level and the influence figure came from two different reads. The printed numerator now goes through the same window as the bar, and a genuine overshoot is the only thing that warns.

  • The achievements header count corrected itself a second after the page loaded.
  • A residency payout was stated as a fact when it was an estimate.

    Every payout on the Embassy panel is projected against the host city as it stood when the roster was last fetched, and both inputs move while a term runs. The rest of the panel now says "estimated", and the completion screen reports the figure the claim actually paid instead of quoting the roster.

  • An exhausted offering could lock the composer it had just opened.

    At the Messenger's Rest, an offering that found no lore left could leave the letter composer open and unusable.

  • The Rest's offering hint described exhaustion instead of the errand.
  • You saw your own letter under "Letters others have left here".

    The public wall returns every letter at that wonder including your own, and your own were listed again below it, so a player who had sent one saw it twice on the same screen.

  • The Messenger's Rest never announced that its composer had opened.

    The signal read a field that had been renamed out from under it, so it took its empty default on every world, for every player, since the composer shipped. It now also holds its tongue when every theme's cast is still empty, since announcing a composer with nothing nameable in it sends you to an empty screen.

  • The Great Library's spinner span after the answer had arrived.

    It also declared the Library unbuilt before its status had come back.

  • The Journal's category list came from a hand-written table.

    It had drifted from the published corpus in both directions: a category with five sections was missing from it, and twenty-three of its entries had no sections at all. It now reads the corpus.

  • The Epic badge in the deposit dialog was too pale to read.
  • The Glass Desert's letter blanks asked "Who is this letter about?" over a list of cities.

    The question was derived from the slot's name rather than from the frame that owns the blank. Every blank now carries its own question.

  • Translating the page could crash the city view.

    The quarry and Town Hall pages redraw once a second for their cooldown and upgrade queue, and a browser translation rewriting the text underneath eventually collided with one of those redraws. Those subtrees are now held out of translation.

  • The Resonance and Verdant Blessing buff descriptions did not match what they did.
  • The Foundation Stone's halfway perk was documented as granting a buff at unlock.

    It never did. Its only effect is that once the pip is crossed, Foundation Resonance, still earned the normal way on its unchanged 7 day cooldown, lasts 4 days instead of 3.

  • A wonder story input promised Cultural Influence at surfaces that pay none.
  • Rankings in a letter named a board where they should have named a group of people.

    A rank reads "then third among Merge Masters", and a board whose name is not a group of people, such as Land Ownership, keeps a phrasing that is English.